INVOKERS
Inhouse Invokers
The inhouse is part of the Invokers app: you can play and follow everything in the inhouse from there.
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Players
Player

vilued

Lv 18 Pass 5 vilued#br1 TOP JG
-3 Points
0–2 W–L · 0%
A Tier
978 MMR
0 MVP
1 ACE
-5 Points
0–2 W–L · 0%
A Tier
— MMR
0 MVP
1 ACE
0 Points
0–0 W–L · 0%
A Tier
— MMR
0 MVP
0 ACE

Performance by lane

TOP 11 games, 4 wins (36%) 5.2 / 6.5 / 3.8

You Inhouse TOP average

  • KDA 1.38 -31%
  • CS per minute 7.0 on par
  • Gold per minute 400 on par
  • Damage per minute 809 on par
  • Kill participation 37% -3 pts
  • Share of team damage 24% on par
  • Vision per minute 0.84 -6%
  • Deaths per game 6.5 +23%
JG 1 game, 0 wins (0%) 2.0 / 3.0 / 1.0

You Inhouse JG average

  • KDA 1.00 -65%
  • CS per minute 5.0 -23%
  • Gold per minute 328 -25%
  • Damage per minute 320 -50%
  • Kill participation 43% -14 pts
  • Share of team damage 15% -3 pts
  • Vision per minute 0.34 -69%
  • Deaths per game 3.0 -43%

Dimension profile

Each dimension combines the processed metrics with the weight the TOP role gives them, adjusted for each champion's class. The number is the percentile of the typical match: 50% is the position average (the dashed ring).

Laning44% Combat andimpact48% Resources andefficiency49% Vision29% Survival39% Objectives andmap37% vilued, Laning: 44%vilued, Combat and impact: 48%vilued, Resources and efficiency: 49%vilued, Vision: 29%vilued, Survival: 39%vilued, Objectives and map: 37%
vilued Role average
Dimension Percentile Verdict
Laning Gold/min vs. lane opponent; CS/min vs. lane opponent (weight 1.5); XP/min vs. lane opponent; Damage/min vs. lane opponent 44% On par
Combat and impact Share of team damage; Damage per minute; Kill participation; Crowd control per minute; Share of team damage taken; Damage mitigated per minute 48% On par
Resources and efficiency CS per minute; Share of team gold; Damage per gold; Unspent gold at the end 49% On par
Vision Vision per minute; Share of team vision; Wards placed per minute; Wards destroyed per minute; Control wards per 10 min 29% On par
Survival Deaths per 10 min; Time dead 39% On par
Objectives and map Objective damage per minute; Turret damage per minute 37% On par

History

Result Match Date Lane Side Highlight Points MMR
Defeat Match 400
Queue
01/11/2026 TOP Blue -3 -16
Mission Earn 1 ACE 01/11/2026 +1 —
Mission Play 5 matches 01/11/2026 +1 —
Defeat Match 398
Queue
01/11/2026 TOP Red ACE -2 -6
Mission Win 3 matches 01/11/2026 +8 —
Mission Win 1 match 01/11/2026 +3 —
Mission Play 1 match 01/11/2026 +1 —
Defeat Match 390
Queue
31/10/2026 TOP Red -3 -16
Victory Match 357
Queue
29/10/2026 TOP Red +3 +12
Mission Earn 1 MVP 29/10/2026 +1 —
Mission Win 1 match 29/10/2026 +3 —
Mission Play 1 match 29/10/2026 +1 —
Victory Match 355
Queue
29/10/2026 TOP Blue MVP +4 +27
Defeat Match 241
Queue
25/10/2026 TOP Red -3 -10
Mission Earn 1 ACE 25/10/2026 +1 —
Defeat Match 238
Queue
25/10/2026 TOP Red ACE -2 -6
Mission Play 5 matches 25/10/2026 +1 —
Mission Play 1 match 25/10/2026 +1 —
Defeat Match 237
Queue
25/10/2026 TOP Blue -3 -10
Mission Win 1 match 24/10/2026 +3 —
Mission Play 1 match 24/10/2026 +1 —
Victory Match 200
Queue
24/10/2026 TOP Red +3 +18
Defeat Match 174
Queue
22/10/2026 TOP Red -3 -15
Mission Win 1 match 22/10/2026 +3 —
Victory Match 170
Queue
22/10/2026 TOP Red +3 +15
Mission Play 1 match 22/10/2026 +1 —
Defeat Match 168
Queue
22/10/2026 JG Blue -3 -16